Remove Contact Slowdown when Weightless or in the Air (#33299)
* removed contact slowdowns from entities that are weightless or in the air * fixed kudzu not applying contact slowdown to airbone entities * revert kudzu fix * reimplemented kudzu fix with bool datafield * update variable serialization format Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> * empty commit * cleaned up and added documentation * cached airborne check * rerun tests * minor review --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Milon <milonpl.git@proton.me>
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@@ -1,6 +1,7 @@
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Gravity;
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using Content.Shared.Slippery;
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using Content.Shared.Whitelist;
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using Robust.Shared.Physics.Components;
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@@ -12,6 +13,7 @@ namespace Content.Shared.Movement.Systems;
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public sealed class SpeedModifierContactsSystem : EntitySystem
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{
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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@@ -84,6 +86,9 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
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var walkSpeed = 0.0f;
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var sprintSpeed = 0.0f;
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// Cache the result of the airborne check, as it's expensive and independent of contacting entities, hence need only be done once.
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var isAirborne = physicsComponent.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid, physicsComponent);
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bool remove = true;
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var entries = 0;
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foreach (var ent in _physics.GetContactingEntities(uid, physicsComponent))
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@@ -95,6 +100,10 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
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if (_whitelistSystem.IsWhitelistPass(slowContactsComponent.IgnoreWhitelist, uid))
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continue;
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// Entities that are airborne should not be affected by contact slowdowns that are specified to not affect airborne entities.
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if (isAirborne && !slowContactsComponent.AffectAirborne)
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continue;
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walkSpeed += slowContactsComponent.WalkSpeedModifier;
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sprintSpeed += slowContactsComponent.SprintSpeedModifier;
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speedModified = true;
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